Added sample for shader debugprintf
This commit is contained in:
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11 changed files with 366 additions and 1 deletions
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@ -423,11 +423,17 @@ Renders a scene to to multiple views (layers) of a single framebuffer to simulat
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Demonstrates the use of VK_EXT_conditional_rendering to conditionally dispatch render commands based on values from a dedicated buffer. This allows e.g. visibility toggles without having to rebuild command buffers ([blog post](https://www.saschawillems.de/tutorials/vulkan/conditional_rendering)).
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#### [Debug shader printf (VK_KHR_shader_non_semantic_info)](examples/debugprintf/)
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Shows how to use printf in a shader to output additional information per invocation. This information can help debugging shader related issues in tools like RenderDoc.
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**Note:** This sample should be run from a graphics debugger like RenderDoc.
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#### [Debug utils (VK_EXT_debug_utils)](examples/debugutils/)
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Shows how to use debug utils for adding labels and colors to Vulkan objects for graphics debuggers. This information helps to identify resources in tools like RenderDoc.
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An updated version using ```VK_EXT_debug_utils``` along with an in-depth tutorial is available in the [Official Khronos Vulkan Samples repository](https://github.com/KhronosGroup/Vulkan-Samples/blob/master/samples/extensions/debug_utils).
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**Note:** This sample should be run from a graphics debugger like RenderDoc.
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#### [Negative viewport height (VK_KHR_Maintenance1 or Vulkan 1.1)](examples/negativeviewportheight/)
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@ -89,6 +89,7 @@ set(EXAMPLES
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computeshader
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conditionalrender
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conservativeraster
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debugprintf
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debugutils
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deferred
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deferredmultisampling
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210
examples/debugprintf/debugprintf.cpp
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210
examples/debugprintf/debugprintf.cpp
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@ -0,0 +1,210 @@
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/*
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* Vulkan Example - Example for using printf in shaders to help debugging. Can be used in conjunction with a debugging app like RenderDoc (https://renderdoc.org)
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*
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* See this whitepaper for details: https://www.lunarg.com/wp-content/uploads/2021/08/Using-Debug-Printf-02August2021.pdf
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*
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* Copyright (C) 2023 by Sascha Willems - www.saschawillems.de
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*
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* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
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*/
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/*
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* The only change required for printf in shaders on the application is enabling the VK_KHR_shader_non_semantic_info extensions
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* The actual printing is done in the shaders (see toon.vert from the glsl/hlsl) folder
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* For glsl shaders that use this feature, the GL_EXT_debug_printf extension needs to be enabled
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*/
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#include "vulkanexamplebase.h"
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#include "VulkanglTFModel.h"
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#define ENABLE_VALIDATION false
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class VulkanExample : public VulkanExampleBase
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{
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public:
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vks::Buffer uniformBuffer;
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vkglTF::Model scene;
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struct UBOVS {
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glm::mat4 projection;
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glm::mat4 model;
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glm::vec4 lightPos = glm::vec4(0.0f, 5.0f, 15.0f, 1.0f);
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} uboVS;
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VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
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VkPipeline pipeline{ VK_NULL_HANDLE };
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VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE };
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VkDescriptorSet descriptorSet{ VK_NULL_HANDLE };
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VulkanExample() : VulkanExampleBase(ENABLE_VALIDATION)
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{
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title = "Debug output with shader printf";
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camera.setRotation(glm::vec3(-4.35f, 16.25f, 0.0f));
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camera.setRotationSpeed(0.5f);
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camera.setPosition(glm::vec3(0.1f, 1.1f, -8.5f));
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camera.setPerspective(60.0f, (float)width / (float)height, 0.1f, 256.0f);
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// Using printf requires the non semantic info extension to be enabled
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enabledDeviceExtensions.push_back(VK_KHR_SHADER_NON_SEMANTIC_INFO_EXTENSION_NAME);
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}
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~VulkanExample()
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{
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// Note : Inherited destructor cleans up resources stored in base class
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vkDestroyPipeline(device, pipeline, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
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uniformBuffer.destroy();
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}
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void loadAssets()
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{
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scene.loadFromFile(getAssetPath() + "models/treasure_smooth.gltf", vulkanDevice, queue, vkglTF::FileLoadingFlags::PreTransformVertices | vkglTF::FileLoadingFlags::PreMultiplyVertexColors | vkglTF::FileLoadingFlags::FlipY);
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}
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void buildCommandBuffers()
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{
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VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
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for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
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{
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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clearValues[0].color = defaultClearColor;
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = renderPass;
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renderPassBeginInfo.framebuffer = frameBuffers[i];
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renderPassBeginInfo.renderArea.extent.width = width;
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renderPassBeginInfo.renderArea.extent.height = height;
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renderPassBeginInfo.clearValueCount = 2;
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renderPassBeginInfo.pClearValues = clearValues;
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
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VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, nullptr);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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scene.draw(drawCmdBuffers[i]);
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drawUI(drawCmdBuffers[i]);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
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VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
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}
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void setupDescriptors()
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{
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// Pool
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std::vector<VkDescriptorPoolSize> poolSizes = {
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 1);
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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// Layout
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
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};
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VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
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VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
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// Set
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VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor),
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};
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
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}
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void preparePipelines()
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{
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// Layout
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VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
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VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
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// Pipeline
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
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VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
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std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
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VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass);
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pipelineCI.pInputAssemblyState = &inputAssemblyStateCI;
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pipelineCI.pRasterizationState = &rasterizationStateCI;
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pipelineCI.pColorBlendState = &colorBlendStateCI;
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pipelineCI.pMultisampleState = &multisampleStateCI;
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pipelineCI.pViewportState = &viewportStateCI;
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pipelineCI.pDepthStencilState = &depthStencilStateCI;
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pipelineCI.pDynamicState = &dynamicStateCI;
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pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
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pipelineCI.pStages = shaderStages.data();
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pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::Color});
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// Toon shading pipeline
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shaderStages[0] = loadShader(getShadersPath() + "debugprintf/toon.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "debugprintf/toon.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipeline));
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}
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// Prepare and initialize uniform buffer containing shader uniforms
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void prepareUniformBuffers()
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{
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VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffer, sizeof(uboVS)));
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VK_CHECK_RESULT(uniformBuffer.map());
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}
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void updateUniformBuffers()
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{
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uboVS.projection = camera.matrices.perspective;
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uboVS.model = camera.matrices.view;
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memcpy(uniformBuffer.mapped, &uboVS, sizeof(uboVS));
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}
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void draw()
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{
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VulkanExampleBase::prepareFrame();
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submitInfo.commandBufferCount = 1;
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submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
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VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
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VulkanExampleBase::submitFrame();
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}
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void prepare()
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{
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VulkanExampleBase::prepare();
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loadAssets();
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prepareUniformBuffers();
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setupDescriptors();
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preparePipelines();
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buildCommandBuffers();
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prepared = true;
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}
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virtual void render()
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{
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if (!prepared)
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return;
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updateUniformBuffers();
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draw();
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}
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virtual void OnUpdateUIOverlay(vks::UIOverlay *overlay)
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{
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if (overlay->header("Info")) {
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overlay->text("Please run this sample with a graphics debugger attached");
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}
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}
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};
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VULKAN_EXAMPLE_MAIN()
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35
shaders/glsl/debugprintf/toon.frag
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35
shaders/glsl/debugprintf/toon.frag
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@ -0,0 +1,35 @@
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#version 450
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layout (binding = 1) uniform sampler2D samplerColorMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec3 inViewVec;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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// Desaturate color
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vec3 color = vec3(mix(inColor, vec3(dot(vec3(0.2126,0.7152,0.0722), inColor)), 0.65));
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// High ambient colors because mesh materials are pretty dark
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vec3 ambient = color * vec3(1.0);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), 0.0) * color;
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vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
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outFragColor = vec4(ambient + diffuse * 1.75 + specular, 1.0);
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float intensity = dot(N,L);
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float shade = 1.0;
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shade = intensity < 0.5 ? 0.75 : shade;
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shade = intensity < 0.35 ? 0.6 : shade;
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shade = intensity < 0.25 ? 0.5 : shade;
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shade = intensity < 0.1 ? 0.25 : shade;
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outFragColor.rgb = inColor * 3.0 * shade;
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}
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BIN
shaders/glsl/debugprintf/toon.frag.spv
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BIN
shaders/glsl/debugprintf/toon.frag.spv
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Binary file not shown.
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shaders/glsl/debugprintf/toon.vert
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37
shaders/glsl/debugprintf/toon.vert
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#version 450
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// This extension is required to use printf
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#extension GL_EXT_debug_printf : enable
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec3 inColor;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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vec4 lightPos;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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void main()
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{
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outNormal = inNormal;
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outColor = inColor;
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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// Output the vertex position using debug printf
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debugPrintfEXT("Position = %v4f", pos);
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outNormal = mat3(ubo.model) * inNormal;
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vec3 lPos = mat3(ubo.model) * ubo.lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = -pos.xyz;
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}
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BIN
shaders/glsl/debugprintf/toon.vert.spv
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BIN
shaders/glsl/debugprintf/toon.vert.spv
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Binary file not shown.
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shaders/hlsl/debugprintf/toon.frag
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shaders/hlsl/debugprintf/toon.frag
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Texture2D textureColorMap : register(t1);
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SamplerState samplerColorMap : register(s1);
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struct VSOutput
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{
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(3)]] float3 LightVec : TEXCOORD2;
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};
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float4 main(VSOutput input) : SV_TARGET
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{
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// Desaturate color
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float3 color = float3(lerp(input.Color, dot(float3(0.2126,0.7152,0.0722), input.Color).xxx, 0.65));
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// High ambient colors because mesh materials are pretty dark
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float3 ambient = color * float3(1.0, 1.0, 1.0);
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(-L, N);
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float3 diffuse = max(dot(N, L), 0.0) * color;
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float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75);
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float intensity = dot(N,L);
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float shade = 1.0;
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shade = intensity < 0.5 ? 0.75 : shade;
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shade = intensity < 0.35 ? 0.6 : shade;
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shade = intensity < 0.25 ? 0.5 : shade;
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shade = intensity < 0.1 ? 0.25 : shade;
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return float4(input.Color * 3.0 * shade, 1);
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}
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BIN
shaders/hlsl/debugprintf/toon.frag.spv
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BIN
shaders/hlsl/debugprintf/toon.frag.spv
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Binary file not shown.
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shaders/hlsl/debugprintf/toon.vert
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shaders/hlsl/debugprintf/toon.vert
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struct VSInput
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{
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[[vk::location(0)]] float3 Pos : POSITION0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float3 Color : COLOR0;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 model;
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float4 lightPos;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(3)]] float3 LightVec : TEXCOORD2;
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};
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VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput)0;
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output.Normal = input.Normal;
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output.Color = input.Color;
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output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
|
||||
|
||||
float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
|
||||
// Output the vertex position using debug printf
|
||||
printf("Position = %v4f", pos);
|
||||
|
||||
output.Normal = mul((float4x3)ubo.model, input.Normal).xyz;
|
||||
float3 lPos = mul((float4x3)ubo.model, ubo.lightPos.xyz).xyz;
|
||||
output.LightVec = lPos - pos.xyz;
|
||||
output.ViewVec = -pos.xyz;
|
||||
return output;
|
||||
}
|
||||
BIN
shaders/hlsl/debugprintf/toon.vert.spv
Normal file
BIN
shaders/hlsl/debugprintf/toon.vert.spv
Normal file
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